To learn more about Kloss check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Kloss check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
15981
10985 + 4996
979
754 + 225
1181
869 + 312
143
128 + 15
10%
10% + 0%
150%
150% + 0%
28%
0% + 28%
12%
0% + 12%
Kloss skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!
Data Merge
Cooldown: 0
Tags: Debuff, Single DMG, Slow, Vulnerable
Kloss commands a drone swarm to strike, dealing 2 hit(s) of 120% damage to a single target; the final hit has a 70% chance to inflict 1 stack(s) of [Hacking Progress].
Level 2: Increases damage multiplier to 110%.
Level 3: Increases the chance of inflicting [Hacking Progress] to 70%.
Level 4: Increases damage multiplier to 120%.
Level 5: Increases all effect values of [Hack In!] by 5%.
[Hacking Progress]: Each stack increases damage taken by 5%, reduces damage dealt by an additional 10%, up to a maximum of 3 stacks. Upon reaching 3 stack(s), Kloss consumes all stacks at the end of her turn and is guaranteed to inflict the target with a 2-turn [Hack In!].
[Hack In!]: Cannot be inflicted with [Hacking Progress], increases damage taken by 25%, reduces damage dealt by an additional 40%, and cannot be Purified.
Tech Upgrade
Cooldown: 4
Tags: Steal Turn Meter, Turn Meter+, AoE
Kloss's deployes a force field with her drones, and the cat's phantom weaves throught it, dealing 220% damage to all enemies with a 75% chance to inflict 1 stack(s) of [Hacking Progress]; there is also a 80% chance to steal the target's Turn Meter and redistribute it evenly among all teammates. Every 1 stack(s) of [Hacking Progress] increases stealing amount by 10% with [Hack In!] counting as 4 stacks.
Level 2: Increases damage multiplier to 200%.
Level 3: Increases the chance of inflicting [Hacking Progress] to 75%.
Level 4: Increases damage multiplier to 220%.
Level 5: Increases Turn Meter steal chance to 80%.
[Hacking Progress]: Each stack increases damage taken by 5%, reduces damage dealt by an additional 10%, up to a maximum of 3 stacks. Upon reaching 3 stack(s), Kloss consumes all stacks at the end of her turn and is guaranteed to inflict the target with a 2-turn [Hack In!].
[Hack In!]: Cannot be inflicted with [Hacking Progress], increases damage taken by 25%, reduces damage dealt by an additional 40%, and cannot be Purified.
Formatting
Cooldown: 4
Tags: Debuff, DEF-, AoE
Kloss projects an electronic pulse bommb at enemy coordinates, detonating it and leaving behind her signature graffiti. Deals 260% AoE damage to all enemies, with a 100% chance to apply [DEF-] and [SPD-] for 2 turns, and a 100% chance to apply 2 stacks of [Hacking Progress] to the main target and 1 stack to the remaining targets.
Level 2: Increases damage multiplier to 240%.
Level 3: Increases the chance of inflicting [Hacking Progress] and [DEF-] to 100%
Level 4: Increases damage multiplier to 260%.
Level 5: Reduces Skill CD by 1 turn(s).
[Hacking Progress]: Each stack increases damage taken by 5%, reduces damage dealt by an additional 10%, up to a maximum of 3 stacks. Upon reaching 3 stack(s), Kloss consumes all stacks at the end of her turn and is guaranteed to inflict the target with a 2-turn [Hack In!].
[Hack In!]: Cannot be inflicted with [Hacking Progress], increases damage taken by 25%, reduces damage dealt by an additional 40%, and cannot be Purified.
[DEF-]: Decreases DEF by 60%.
[SPD-]: Decreases SPD by 30%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect ACC +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect RES +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
Kloss is an absolute powerhouse debuffer, having a wide arsenal of crippling afflictions. Her unique debuff [Hacking Progress] stacks up to 3 times, each stack increasing the enemies’ damage taken by 5% and reducing their damage dealt by 10%. When 3 stacks are reached, the [Hack In!] debuff is applied, bringing the values to 25% damage increase and 40% reduced damage dealt (and it can’t be cleansed).
Basically, she can not only increase the damage enemies take but also reduce their outgoing damage. This is a really powerful combination that makes PVE content easier if you decide to use her.
Her S2 also has a chance to apply [Hacking Progress] to all enemies, while having an 80% chance to steal the target’s turn meter and redistribute it evenly between allies. When it comes to her S3, it can apply a [DEF-] and a [SPD-] in an AOE manner, while also applying stacks of [Hacking Progress] (2 on the primary target, 1 on the other targets).
All this considered, she ends up lowering the enemies’ damage dealt, increasing the DMG they take through 2 different debuffs, and lowering their SPD. This makes her a force to be reckoned with.
With so many diverse and powerful debuffs, Kloss can synergize with a lot of other characters - she's a plug-and-play character that helps the team with her debuffs no matter the content (well, avoid playing her against Reason enemies due to her element).
3 powerful debuffs in one skill,
Very versatile - can be slotted into any team,
Can also steal turn meter.
Has some ramp-up time when it comes to her unique debuff.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.
1
After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.
Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
The go-to Shell for any debuffer that allows them to cycle faster in longer battles. If you already have a Speed buffer in your team though, the value of Jackal Guard drops quite a bit, but since Timeweave is present there, it's still worth using in longer PVE battles.
Best Module Sets:
You can use
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,
The cooldown of the skill can't be reduced.
Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.
2
Before the owner takes action, if the owner has any debuffs, dispels 2 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).
A PVP-focused shell option offering a 2-turn debuff cleanse and up to 50% Effect RES at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.
3
Before the owner takes action, deals 2 hit(s) of 100% +2500 damage to the target with the highest ATK and extends the duration of non-control debuffs inflicted by the owner this turn by 1 turn(s) (excluding [DoT]), then increases the owner Animus's Effect ACC by 50% in the current turn.
A strong supportive option for debuff-focused characters. On use, the Shell grants 50% Effect ACC and causes any non-control and non-DoT debuffs applied during the turn it's activated to be extended by one turn. This shell also deals a non-negligible amount of damage with its 2 hits on use. A top choice for any character looking to improve uptime and accuracy for their debuffs.
Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.
1
6/12: Effect ACC +18%
12/12: Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.
A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead. Timeweave allows to cycle the skills faster, especially early on when you don't have them leveled up - so they have very long cooldowns.
2
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.
3
6/12: Effect RES +18%
12/12: Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.
Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.
1
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.
2
4/8: HP +10%
8/8: HP +10%. At the start of each wave of battle, grants Immunity for 1 turn. Immunity = [Cannot be inflicted with any debuff].
Grants immunity to the wearer at the start of battle, protecting them from controlling effects. Primarily used in PVP to counter control compositions dominating your team - more of a niche pick in PVE.
1
6/6: SPD +15% & Effect ACC +20%
The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it.
1
6/12: Effect RES +18%
12/12: Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.
Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.
SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP
Kloss has three stats to pay attention to across gear:
S3 is the priority as it's the only source of DEF- in Kloss kit, so you want to use it as often as possible and increase the chance of landing the debuffs. S2 is next with S1 being last - still, S1 increases Hack In performance, so don't sleep on it!
Kloss synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Kloss present within in all content available in the game.
DokiDoki Team #2
Content: DokiDoki || Team type: Generic || Time: 1-2m
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